Krzysiek Justyński

1.3K posts

Krzysiek Justyński banner
Krzysiek Justyński

Krzysiek Justyński

@MothDoctor

Technical Director at Fool's Theory. Working on The Witcher 1 remake. Recently released The Thaumaturge. Awarded with #BAFTA for #EthanCarter.

Poland انضم Şubat 2013
96 يتبع1.7K المتابعون
تغريدة مثبتة
Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
There's a new pre-compiled release of the Flow Graph plugin for UE5! It's the first release for UE 5.7. As usual, this is a community-driven release. You will find a lot of improvements introduced by teams using Flow in production. Big kudos to Riot Games! <3
Krzysiek Justyński tweet media
English
4
15
167
8.6K
Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
New plugin added to the Unreal main branch. Enables one of the productive ways of working with AI-assisted coding. "Epic Code Assistant integration for Unreal Editor - enables AI-assisted development through MCP protocol." #diff-75a9e103fef6fdc6730021cfb23c547b56774d7aab31e8a2dde6a1a9d6962cb1" target="_blank" rel="nofollow noopener">github.com/EpicGames/Unre…
Krzysiek Justyński tweet media
English
3
6
45
12.8K
Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
Here's the link to the Release Notes. You'll also find links to download the pre-compiled plugin. mothcocoon.github.io/FlowGraph/Rele… Documentation has been moved to GitHub Pages. Now everyone can improve docs by submitting a pull request!
English
0
1
10
1K
Krzysiek Justyński
Krzysiek Justyński@MothDoctor·
There's a new pre-compiled release of the Flow Graph plugin for UE5! It's the first release for UE 5.7. As usual, this is a community-driven release. You will find a lot of improvements introduced by teams using Flow in production. Big kudos to Riot Games! <3
Krzysiek Justyński tweet media
English
4
15
167
8.6K
Krzysiek Justyński أُعيد تغريده
World of Statistics
World of Statistics@stats_feed·
🏴󠁧󠁢󠁥󠁮󠁧󠁿 ENGLISH: Eat, eats, ate, eaten, eating 🇵🇱 POLISH: Jeść, zjeść, jadać, zjadać, jem, zjem, jadam, zjadam, jesz, zjesz, jadasz, zjadasz, je, zje, jada, zjada, jemy, zjemy, jadamy, zjadamy, jecie, zjecie, jadacie, zjadacie, jedzą, zjedzą, jadają, zjadają, jadłem, jadłaś, zjadłem, zjadłaś, jadalem, jadałaś, zjadałem, zjadałaś, jadi, jadła, jadło, zjadi, zjadła, zjadło, jadałem, jadalam, jadało, zjadalem, zjadalam, zjadało, jedliśmy, jadłyśmy, jadaliśmy, jadałyśmy, zjadaliśmy, zjadałyśmy, jedliście, jadłyście, jadaliście, jadałyście, zjadaliście, zjadałyście, jedli, jadły, jadali, jadały, zjedli, zjadły, zjadali, zjadały, jedzono, zjedzono, jadano, zjadano, jedz, zjedz, jadaj, zjadaj, jedzmy, zjedzmy, jadajmy, zjadajmy, jedzcie, zjedzcie, jadajcie, zjadajcie, jadłbym, jadłabym, jadałbym, zjadałbym, jadłbyś, jadłabyś, jadałabyś, zjadałabyś, jadłby, zjadłby, jadałby, zjadałby, jadłaby, zjadłaby, jadałaby, zjadałaby, jadłoby, zjadłoby, jadałoby, zjadałoby, jedlibyśmy, zjedlibyśmy, jadalibyśmy, zjadalibyśmy, jadłybyśmy, zjadłybyśmy, jadałybyśmy, zjadałybyśmy, jedlibyście, zjedlibyście, jadalibyście, zjadalibyście, jedliby, zjedliby, jadaliby, zjadaliby, jadłyby, zjadłyby, jadałyby, zjadałyby, jedzony, jedzona, jedzone, zjedzony, zjedzona, zjedzone, jadany, jadana, jadane, zjadany, zjadana, zjadane, jedzonego, jedzonej, zjedzonego, zjedzonej, jadanego, jadanej, zjadanego, zjadanej, jedzonemu, zjedzonemu, jadanemu, zjadanemu, jedzoną, zjedzoną, jadaną, zjadaną, jedzonym, zjedzonym, jadanym, zjadanym, jedzeni, zjedzeni, jadani, zjadani, jedzonych, zjedzonych, jadanych, zjadanych, jedzonymi, zjedzonymi, jadanymi, zjadanymi, jedzący, jedząca, jedzące, jadający, jadająca, jadające, zjadający, zjadająca, zjadające, jedzącego, jedzącej, jadającego, jadającej, jadającego, jadającej, zjadającego, zjadającą, zjadającej, jedzącemu, jadającemu, zjadającemu, jedzącym, jadającym, zjadającym, jedzących, jadających, zjadających, jedzącymi, jadającymi, zjadającymi, jedząc, jadając, zjadając, zjadłszy...
Polski
367
869
8.3K
636.5K
Krzysiek Justyński أُعيد تغريده
Bartek Moniewski
Bartek Moniewski@BartekMoniewski·
I bought cheap projector. Yay shaders!
English
16
117
5.4K
147.9K
Krzysiek Justyński أُعيد تغريده
John Carmack
John Carmack@ID_AA_Carmack·
I can’t believe I only just now found out about this four years late while trawling through settings, but windows terminal has (literally!) “Quake Mode”, where win+backtick/tilde opens/closes a terminal at the top of your screen.
English
82
128
2.1K
149.4K
Krzysiek Justyński أُعيد تغريده
Unreal Engine
Unreal Engine@UnrealEngine·
Hitches can occur for many reasons when loading and unloading map content🗺️ For this #TuesdayTips, jump into our guide to recognizing common level streaming hitches in your Unreal Insights captures and tips and links to resources to address them: epic.gm/avoiding-level…
English
4
14
90
8.6K
Krzysiek Justyński أُعيد تغريده
Wojtek Sterna
Wojtek Sterna@wojtsterna·
When writing shaders in HLSL, be it in Unreal Engine 5, Unity, or any other engine for that matter, it is useful to remember about two intrinsic functions: 𝗿𝗰𝗽 and 𝗿𝘀𝗾𝗿𝘁. Function 𝗿𝗰𝗽(𝘅), short for "reciprocal", simply calculates a reciprocal, that is the expression: 𝟭 / 𝘅. Calling rcp in your shaders will generally be faster than calculating 1/x directly. So if you do a lot of divisions this might make a performance difference. A sister function to rcp is 𝗿𝘀𝗾𝗿𝘁(𝘅), short of "reciprocal square root". It calculates exactly that - the reciprocal of the square root: 𝟭 / 𝘀𝗾𝗿𝘁(𝘅). Same logic applies here as with rcp, that is calling rsqrt will in general be more performant than calculating 1/sqrt(x). These two functions in general will result in faster code although this can happen at the expense of precision, so when using them always profile and examine the outputs closely. Now have a look at the example in the attached image. It shows two ways of normalizing a vector in a UE5 material. One is via the standard 𝗡𝗼𝗿𝗺𝗮𝗹𝗶𝘇𝗲 function, which under the hood calls the standard HLSL full-fledged 𝗻𝗼𝗿𝗺𝗮𝗹𝗶𝘇𝗲 function. Then, below that, is an alternative which normalizes a vector by: - calculating the squared length of a vector - multiplying the vector by 𝟭 / 𝘀𝗾𝗿𝘁(𝘀𝗾𝘂𝗮𝗿𝗲𝗱 𝗹𝗲𝗻𝗴𝘁𝗵) Why this works? Because the expression 𝟭 / 𝘀𝗾𝗿𝘁(𝘀𝗾𝘂𝗮𝗿𝗲𝗱 𝗹𝗲𝗻𝗴𝘁𝗵) is equal to 𝟭 / 𝗹𝗲𝗻𝗴𝘁𝗵, and when we multiply the vector by the inverse of its length we are normalizing it. To sum up: if precision is important for your case, use standard normalization (𝗻𝗼𝗿𝗺𝗮𝗹𝗶𝘇𝗲 function in HLSL). If precision can be sacrificed a bit then use 𝗿𝘀𝗾𝗿𝘁. Always profile and inspect the outputs carefully. .
Wojtek Sterna tweet media
English
5
33
304
14.8K
Krzysiek Justyński أُعيد تغريده
Cobra Code
Cobra Code@CobraCodeDev·
I just discovered that you can just run a ForEach loop over a Map in Blueprints... I used to always get the array of keys, loop over that and then find the value in the map🤦
Cobra Code tweet media
English
13
14
242
12.6K
Krzysiek Justyński أُعيد تغريده
Dmitry Karpukhin
Dmitry Karpukhin@skx_doom·
What a fantastic presentation. Niagara is absolutely one of the things why I love UE - it can be simple and incredibly advanced at the same time. youtu.be/71c5yv-XeY8
YouTube video
YouTube
English
1
19
114
11.2K
Krzysiek Justyński أُعيد تغريده
Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
When an Unreal 5.3+ game runs, it will immediately kick off precompilation of global shaders. You should wait for that to complete before starting the game, otherwise you'll likely get hitches. You do that with the NumPrecompilingPSOsRemaining node. #uetips
Ari Arnbjörnsson tweet media
English
18
47
546
23.1K
Krzysiek Justyński أُعيد تغريده
Caleb Longmire
Caleb Longmire@clongmire42·
If you want to see me fumble around and try to explain our updates to the Game Anim Sample in 5.7 (along with my very talented colleagues who did NOT fumble around), be sure to check this out! Some live mover demos begin at 1:42:00 for those curious! youtu.be/i27eY7LbRzc
YouTube video
YouTube
English
3
9
82
6.3K
Krzysiek Justyński أُعيد تغريده
Ari Arnbjörnsson
Ari Arnbjörnsson@flassari·
We attempted to cram over 100 #uetips into a single presentation at Unreal Fest Stockholm. Did we succeed? Find our right here 👇 youtube.com/watch?v=4w0PWc…
YouTube video
YouTube
English
1
18
99
7K
Krzysiek Justyński أُعيد تغريده
Sebastian Aaltonen
Sebastian Aaltonen@SebAaltonen·
I have to disagree with Joe. Real-world rendering is nowadays clustered GPU-driven rendering. When we (Ubisoft) implemented GPU-driven rendering in 2015, we noticed that freeing artists from the draw call bottleneck, made the triangles the next bottleneck. Clustering algorithm prefers area local triangles. Thin long triangles make the cluster's bounding box bigger, which means that it has worse viewport/occlusion culling behavior. Thin triangles are even worse for ray-tracing. Nvidia is specifically saying that artists should fan like geometry in their blog post: developer.nvidia.com/blog/creating-…
Joe Wilson@JoeWilsonEQ1

If you’re interested in game art and optimization, you’ve probably seen these images. What you might not realize is that, if you’re a game artist, they may have little relevance to your work. Let’s dive in →

English
12
23
470
55K
Krzysiek Justyński أُعيد تغريده
Aquanox
Aquanox@aquanoxtv·
Subsystem Browser Plugin v1.5 - Context menu Quick Actions - Filtering subsystems with Ignore List - Extended world types to view And more changes on GitHub & Fab github.com/aquanox/Subsys…
English
2
2
6
290
Krzysiek Justyński أُعيد تغريده
passivestar
passivestar@passivestar_·
The new godot UI theme has been merged and is on its way to be the new default! I consider godot to be one of the most important software projects of our time and it's a huge privilege to be able to contribute to it. Happy to see it grow ❤️
passivestar tweet media
English
67
190
3.6K
132.1K
Krzysiek Justyński أُعيد تغريده
80 LEVEL
80 LEVEL@80Level·
Ihor Fridman is back to tell us about TeraLand, a new landscaping toolset for Unreal Engine 5. The tool enables high-quality displacement without FPS loss, integrates seamlessly into existing pipelines, and requires no custom engine build or plug-ins: 80.lv/articles/learn…
80 LEVEL tweet media80 LEVEL tweet media
English
1
10
172
16.1K